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Releases: reonZ/trigger-engine

1.9.0

20 May 20:08

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  • split the Create Region Behavior between builtins and the pf2e-trigger application
    • the Difficult Terrain state being reserved to the pf2e-trigger application
    • remove the Events inputs from the Source Code state, you are expected to provide them directly in the System Source if needed
  • add Region Document output to the Region Triggered event node
  • add Attach Scene Region action node
    • it attach the region to the provided target token and will follow it while moving
    • the Center to Token option will also move the first shape of the region to have its origin be the same as the attached token
    • if the Token input of the Detach Region state is provided, the region will only detach if the current attached token is matching
  • add Move Scene Region action node
    • move the first shape of the provided region to the coordinates or token position

1.8.0

19 May 18:57

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  • rename Scene Region event node into Region Triggered
    • also replaced its icon
    • the node now also includes the attachment target if the region is attached to a token on your scene
  • improve handling of invalid triggers
    • users won't be able to interact with them anymore
    • their data will remain as is when saving your triggers instead of being processed and cleaned by the module
    • this is mostly in anticipation for modules adding their own nodes to existing applications and nodes missing from triggers due to said modules being disabled
  • now always display tooltips for text inputs
  • add new Text List value node
    • a simple comma separated text field converted into a list
  • the Resolve Formula logic node now also support target and item variables
    • you can then directly use full path such as @actor.level if your target input is actor
    • if the path doesn't lead to a number, the whole match will be replaced by 0
  • fix third party being able to override existing nodes when using the triggerEngine.registerNodes hook
  • fix local data not overriding builtins when registering an application
  • pf2e-trigger:
    • add new Toggle RollOption action node
    • add new Find Item Instances extractor node
      • it basically works like the Has Item nodes but will not stop looking after finding one instance of the matching item
    • implement an extended version of Region Triggered for pf2e
      • an extra Origin, Item and Roll Options outputs are added to it
      • the extra outputs are filled if the region was originally a system "template" (i.e. from a spell chat message)
      • Origin is the origin actor of the "template"
      • Item is the origin item of the "template"
      • Roll Options contains the list of roll options associated with the message
    • add new Template Placed event node
      • "template" refers to any scene region generated by the system (i.e. from a spell chat message)
      • the node has pretty much the same outputs as the Region Triggered node
      • the Region Document output contains the actual foundry document that triggered the
    • add new Create Region Behavior action node
      • it allows you to add new bahavior on an already existing region with currently 3 states
      • a generic Source Code state to manually set the data
      • the Trigger Event state which directly creates the Trigger Engine behavior, you can leave the path field empty to point to the trigger itself
      • the Difficult Terrain state which directly creates a bahavior of the same name

1.7.1

04 May 12:19

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  • fix inputs and out-bridge connections not being cleared from the data when swapping a node state
    • only the connections that belong to the previous state are cleared
    • this shouldn't have had any impact on the way things work, but it is preferable if they are removed
  • pf2e-trigger:
    • fix check messages originating from an Action being considered as action messages, triggering wrongly the Action Sent to Chat event and not triggering the Check Rolled event

1.7.0

03 May 13:52

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  • add a new module hook to register extra nodes for an existing application
  • add boolean -> number auto-convertor (true=1; false=0)
  • all condition nodes now have two states
    • Split which is the same as before
    • Boolean which only has a single Out bridge connection and an extra Boolean output representing the result
  • fix drag selection sticking on the canvas when using [Right-Click] while dragging
    • the selection will now disappear whenever you click again on the canvas
  • pf2e-trigger:
    • add new Everything state to Damage Taken event node
      • it triggers for everything and allows you to check yourself what type of event it was later in the trigger
    • add Update Initiative action node with convenient Before/After Combatant states
    • add Value output to Has Condition representing the highest existing value of the found conditions
    • BREAKING CHANGE: the Has Item condition node has been split into two distinct nodes (due to condition nodes now always having two states)
      • Has Item with Source UUID which is the same as before
      • Has Item with Slug which is now its own node instead of being a state for Has Item
      • all Has Item nodes that were using Source UUID will work as is, no change required
      • all Has Item nodes that were using Slug will have to be replaced sadly (your triggers will reach a blank node otherwise)
    • fix Distance Between Tokens output label localization

1.6.0

12 Apr 17:33

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  • this is a foundry version 14.360 release
  • update to be compatible with the various v14 changes

1.5.1

27 Mar 12:59

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  • the Scene Targets, Filter Targets and Execute Script nodes will now log any error caused by the user provided function instead of catching it silently
    • the try/catch is for the entire node context, so any error will still break the entire node's process
  • pf2e-trigger:
    • fix Extra Note localization typo in the Roll Data section of the Roll Damage and Roll Save nodes

1.5.0

16 Mar 13:50

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  • pf2e-trigger:
    • add Action Sent to Chat event node:
      • it will trigger whenever an action message is created regardless of how (there is no way to identify otherwise)
      • if the Action Slug remains empty, the event will trigger for any action
      • the Targets output is only ever related to the PF2e Toolbelt module as action messages normally don't have a target
    • add Remove Condition action node:
      • it will remove every non-locked instances of the condition from the actor

1.4.2

27 Feb 14:46

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  • Extract from Actor/Item:
    • fix path field for the custom outputs not being localized
  • pf2e-trigger:
    • Decrease Condition:
      • fix the condition value being raised to the min input if the actor already had the condition at a lower value

1.4.1

18 Feb 12:52

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  • pf2e-trigger:
    • Roll Damage:
      • fix dc value not always being forwarded to the message flags

1.4.0

17 Feb 13:26

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  • fix the Create/Edit Trigger dialog width
  • pf2e-trigger:
    • Increase Condition:
      • fix mishandling of increment value
    • Move Time:
      • add new Threshold state allowing you to move time up to a defined system threshold (dusk, down, etc.)
      • fix node missing icon